Thornmarch, the name of the arena where you fight the Good King, is unlocked by completing the new story based quests added after patch 2.1. Players can then queue up for the battle using the Duty Finder at any time. It is a level 50 battle, with a suggested item level of 54.

Upon entering the battle arena, you will notice that there is no Good King around. There will be a single, lone moogle standing in the center, waiting for you to engage him. Before you do, it is best to go over the tactics of the fight with your party, tactics which we have listed below.

The first thing to know is that there will be 7 moogles in the battle, and they must die in a certain order, or else you risk death. The 7 moogles represent 7 different classes, Black Mage, White Mage, Paladin, Warrior, Bard, Archer and Thief. Each moogle will have their own attacks, along with one powerful special attack. They are often telegraphed early, so you have ample time to dodge, or stun them. The most devastating of these is Pom Flare from the Black Mage, and Pom Holy from the White Mage. When battling these two moogles, make sure to stun these two spells.

The Good King himself has a few attacks, but his real strength lies in his fellow moogles. He is able to unleash their inner power, allowing them to cast a single devastating attack. He also has a powerful line AoE attack, but it can be dodged. His main attack, Memento Moogle, is similar to the other Primals main attacks, however it works on a different mechanic. It's strength is based on the amount of moogles still alive when it is cast. During phase one, at least 5 moogles must die to ensure you do not wipe. During phase two, at least 4 must be dead to ensure you survive the blast. More on this will be listed below.

The first phase starts with just a single moogle, the Paladin Whiskerwall. Everyone should engage him and begin burning him down. After 10 seconds or so, two more Moogles will spawn. At this point, your tank should pull the Paladin moogle to the side of the arena to continue fighting it, while all DPS and the off tank shift to engage the newly spawned Black Mage,Pukla Puki. It is important to kill the Black Mage first, as he knows Pom Flare, a very large AoE spell, that if not stunned, will do tremendous damage. After the Blm goes down, it is time for the Whm, who should of spawned just as the Blm died. The Whm is named Furryfoot, and is easy to spot due to the white pom above his head and the staff he caries. He can cast Pom Holy, and Pom Cure, which is why we aim for him second. When the Whm spawns, the Warrior will also. His name is Ruffletuft, and he must be tanked off to the side by one of your tanks, so since the Paladin Moogle should be dead by now, you can have the tank that was on him grab the Warrior Moogle well the other tank and 4 DPS kill the Whm.

During Phase 1 it is important to mark the moogles. The marks will not disappear, and during Phase 2 it is important to have a set order on how to kill them. The order we suggest is as follows:

1 - Black Mage

2 - White Mage

3 - Bard

4 - Warrior

5 - Paladin

If you are killing the Moogles quickly, then the Bard should spawn moments after the Whm dies. His name is Puksi Piko and he spawns in the center of the arena. All 4 dps and the one tank who is free should now move to him. He is very easy to kill, so wipe him out quickly then move on to the next moogle, who will be the Warrior that is being tanked off to the side. With all 4 DPS and the two tanks fighting Ruffletuft, he should die fairly quickly. Some players prefer going for the Thief, as he is the weakest, instead of the Warrior. This is a viable option and will work just as well, however we suggest the Warrior, just because he will already be missing a decent chunk of health since he was being beat on by one of your tanks for the last 30 seconds. Upon killing the Warrior, you will likely only have a few seconds before Phase 2 begins.

You will notice that no mention of the Archer and Thief Moogle was made. This is because they are not threats. They do very little damage during Phase 1 and even into Phase 2. During both Phases they are best left ignored until the absolute end of the fight.

At the end of Phase 1, you should have 5/7 Moogles dead. If not, prepare for a likely wipe. All 7 Moogles will revive and form a circle, summoning the King. When he appears, he will cast Memento Moogle. The strength of this is based on the amount of Moogles alive at the end of Phase 1. If two are left alive, you can easily survive the attack, 3 alive is extremely risky, 4+ alive and you will wipe. Let us assume you killed the necessary amount, and survived Memento Moogle.

After his attack goes off, the Moogles will all become targets again, and will go back to what they did during phase one, except all seven are alive at once. Since you marked them all earlier, you will already know exactly which ones to go for first. This means that once you are able, all 4 DPS should begin attacking the Black Mage Moogle. One tank should grab the Good King and pull him off to the side, while the second tank should round up Moogles 4 and 5, the Paladin and Warrior, and tank them together, off to the side, but away from the King. Phase two's success now relies on everyone's ability to dodge AoE's. While the DPS go to town on the poor Moogles, there will be various AoE's being shot into the arena. It is extremely important during Phase 2 that everyone pays attention to the AoE's around them. It is for this reason that the Blm and Whm should be the first to go down, so that there are less attacks to deal with.

During Phase 2, it is important that your Off Tank holds the Warrior and Paladin Moogles at a far distance from everyone else. The Warrior has a wide range Provoke style move that can cause massive issues for your group should it hit the healers. Although not always possible due to AoE's, it is important the off tank tries to keep the Warrior and Paladin secluded until they are ready to be killed.

During Phase 2, there are two other mechanics to make note of. One is that the King will use Memento Moogle again during the fight, and depending how long the fight lasts, he can use it a third time. It will be slightly weaker during Phase 2, but it can still wipe your group, so it is important that at least 4 Moogles die quickly. For this reason, we suggest that once your LB reachers Level 2, your Melee DPS should use it to wipe out the current Moogle target, likely the Bard or Warrior.

The second mechanic is two fold. During the fight, the King can pick a Moogle and will super charge him, giving him access to a very powerful spell. This is often the cause of wipes, as the Black Mage tends to get picked the most and he will cast Pom Meteor. There is no way to prevent this, other than killing the Moogles quickly, so it is important to watch for AoE's at all times. The second part of that mechanic is that once a Moogle dies, the King absorbs their power and can cast the ability himself. This is never good, however he doesn't cast them that often and as he absorbs more and more spells, he will use the same ones less often.

If everything is going to plan, you have killed the first 4 Moogles, Memento Moogle went off and didn't kill everyone, leaving 3 Moogles alive, as well as the King. From here, it is going to be a much smoother ride. Kill the last marked Moogle, then have all 4 DPS move to the King. You can kill the other two Moogles if you want, but it is really not necessary and having the King out of the picture is the safest option. Your off tank, can round up the last two and keep their attention, or he can also come help DPS the King. No matter the choice your group makes, just play it cool and safe and the fight will be yours.

Your reward for beating the battle will be a weapon drop, similar to the other Primals. The Moogle weapons that drop will be iLvl 75, making them useful, and fun to show off, but not best in slot gear.